-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SURFACE_FUR_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-ydnar: fur module\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/*\r
-Fur()\r
-runs the fur processing algorithm on a map drawsurface\r
-*/\r
-\r
-void Fur( mapDrawSurface_t *ds )\r
-{\r
- int i, j, k, numLayers;\r
- float offset, fade, a;\r
- mapDrawSurface_t *fur;\r
- bspDrawVert_t *dv;\r
- \r
- \r
- /* dummy check */\r
- if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )\r
- return;\r
- \r
- /* get basic info */\r
- numLayers = ds->shaderInfo->furNumLayers;\r
- offset = ds->shaderInfo->furOffset;\r
- fade = ds->shaderInfo->furFade * 255.0f;\r
- \r
- /* debug code */\r
- //% Sys_FPrintf( SYS_VRB, "Fur(): layers: %d offset: %f fade: %f %s\n",\r
- //% numLayers, offset, fade, ds->shaderInfo->shader );\r
- \r
- /* initial offset */\r
- for( j = 0; j < ds->numVerts; j++ )\r
- {\r
- /* get surface vert */\r
- dv = &ds->verts[ j ];\r
- \r
- /* offset is scaled by original vertex alpha */\r
- a = (float) dv->color[ 0 ][ 3 ] / 255.0;\r
- \r
- /* offset it */\r
- VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );\r
- }\r
- \r
- /* wash, rinse, repeat */\r
- for( i = 1; i < numLayers; i++ )\r
- {\r
- /* clone the surface */\r
- fur = CloneSurface( ds, ds->shaderInfo );\r
- if( fur == NULL )\r
- return;\r
- \r
- /* set it to fur */\r
- fur->fur = qtrue;\r
- \r
- /* walk the verts */\r
- for( j = 0; j < fur->numVerts; j++ )\r
- {\r
- /* get surface vert */\r
- dv = &ds->verts[ j ];\r
- \r
- /* offset is scaled by original vertex alpha */\r
- a = (float) dv->color[ 0 ][ 3 ] / 255.0;\r
- \r
- /* get fur vert */\r
- dv = &fur->verts[ j ];\r
- \r
- /* offset it */\r
- VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );\r
- \r
- /* fade alpha */\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- {\r
- a = (float) dv->color[ k ][ 3 ] - fade;\r
- if( a > 255.0f )\r
- dv->color[ k ][ 3 ] = 255;\r
- else if( a < 0 )\r
- dv->color[ k ][ 3 ] = 0;\r
- else\r
- dv->color[ k ][ 3 ] = a;\r
- }\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SURFACE_FUR_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+ydnar: fur module
+
+------------------------------------------------------------------------------- */
+
+/*
+Fur()
+runs the fur processing algorithm on a map drawsurface
+*/
+
+void Fur( mapDrawSurface_t *ds )
+{
+ int i, j, k, numLayers;
+ float offset, fade, a;
+ mapDrawSurface_t *fur;
+ bspDrawVert_t *dv;
+
+
+ /* dummy check */
+ if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )
+ return;
+
+ /* get basic info */
+ numLayers = ds->shaderInfo->furNumLayers;
+ offset = ds->shaderInfo->furOffset;
+ fade = ds->shaderInfo->furFade * 255.0f;
+
+ /* debug code */
+ //% Sys_FPrintf( SYS_VRB, "Fur(): layers: %d offset: %f fade: %f %s\n",
+ //% numLayers, offset, fade, ds->shaderInfo->shader );
+
+ /* initial offset */
+ for( j = 0; j < ds->numVerts; j++ )
+ {
+ /* get surface vert */
+ dv = &ds->verts[ j ];
+
+ /* offset is scaled by original vertex alpha */
+ a = (float) dv->color[ 0 ][ 3 ] / 255.0;
+
+ /* offset it */
+ VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );
+ }
+
+ /* wash, rinse, repeat */
+ for( i = 1; i < numLayers; i++ )
+ {
+ /* clone the surface */
+ fur = CloneSurface( ds, ds->shaderInfo );
+ if( fur == NULL )
+ return;
+
+ /* set it to fur */
+ fur->fur = qtrue;
+
+ /* walk the verts */
+ for( j = 0; j < fur->numVerts; j++ )
+ {
+ /* get surface vert */
+ dv = &ds->verts[ j ];
+
+ /* offset is scaled by original vertex alpha */
+ a = (float) dv->color[ 0 ][ 3 ] / 255.0;
+
+ /* get fur vert */
+ dv = &fur->verts[ j ];
+
+ /* offset it */
+ VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );
+
+ /* fade alpha */
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ {
+ a = (float) dv->color[ k ][ 3 ] - fade;
+ if( a > 255.0f )
+ dv->color[ k ][ 3 ] = 255;
+ else if( a < 0 )
+ dv->color[ k ][ 3 ] = 0;
+ else
+ dv->color[ k ][ 3 ] = a;
+ }
+ }
+ }
+}
+
+
+